cl_dll/game_controls/classmenu.h
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CLASSMENU_H
#define CLASSMENU_H
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/// =============== Fortress Forever ==============
/// ======== A modification for Half-Life 2 =======
///
/// @file classmenu2.h
/// @author Gavin "Mirvin_Monkey" Bramhill
/// @date August 15, 2005
/// @brief New class selection menu
///
/// REVISIONS
/// ---------
/// Aug 15, 2005 Mirv: First creation
#ifndef CLASSMENU_H
#define CLASSMENU_H
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#include
#include
#include
#include
#include
#include
#include
#include "mouseoverpanelbutton.h"
namespace vgui
{
class TextEntry;
}
//-----------------------------------------------------------------------------
// Purpose: Draws the class menu
//-----------------------------------------------------------------------------
class CClassMenu : public vgui::Frame, public IViewPortPanel
{
private:
DECLARE_CLASS_SIMPLE( CClassMenu, vgui::Frame );
public:
CClassMenu(IViewPort *pViewPort);
CClassMenu(IViewPort *pViewPort, const char *panelName );
virtual ~CClassMenu();
virtual const char *GetName( void ) { return PANEL_CLASS; }
virtual void SetData(KeyValues *data);
virtual void Reset();
virtual void Update() {};
virtual bool NeedsUpdate( void ) { return false; }
virtual bool HasInputElements( void ) { return true; }
virtual void ShowPanel( bool bShow );
// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); }
virtual bool IsVisible() { return BaseClass::IsVisible(); }
virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); }
protected:
virtual vgui::Panel *CreateControlByName(const char *controlName);
virtual MouseOverPanelButton* CreateNewMouseOverPanelButton(vgui::EditablePanel *panel);
//vgui2 overrides
virtual void OnKeyCodePressed(vgui::KeyCode code);
// helper functions
void SetLabelText(const char *textEntryName, const char *text);
void SetVisibleButton(const char *textEntryName, bool state);
// command callbacks
void OnCommand( const char *command );
IViewPort *m_pViewPort;
int m_iScoreBoardKey;
int m_iTeam;
vgui::EditablePanel *m_pPanel;
CUtlVector< MouseOverPanelButton * > m_mouseoverButtons;
};
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#include
#include
#include
#include
#include
#include "mouseoverpanelbutton.h"
class MouseOverButton;
class LoadoutLabel;
class ClassPropertiesLabel;
namespace vgui
{
class TextEntry;
class PlayerModelPanel;
class FFButton;
class ProgressBar;
class Section;
class RichText;
}
//-----------------------------------------------------------------------------
// Purpose: displays the MOTD
//-----------------------------------------------------------------------------
class CClassMenu : public vgui::Frame, public IViewPortPanel
{
private:
DECLARE_CLASS_SIMPLE(CClassMenu, vgui::Frame);
public:
CClassMenu(IViewPort *pViewPort);
virtual ~CClassMenu();
virtual void SetData(KeyValues *data);
virtual void Reset();
virtual void Update();
virtual void ShowPanel(bool bShow);
// both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui
vgui::VPANEL GetVPanel() { return BaseClass::GetVPanel(); }
virtual bool IsVisible() { return BaseClass::IsVisible(); }
virtual void SetParent(vgui::VPANEL parent) { BaseClass::SetParent(parent); }
virtual const char *GetName() { return PANEL_CLASS; }
virtual bool NeedsUpdate() { return gpGlobals->curtime > m_flNextUpdate; }
virtual bool HasInputElements() { return true; }
void OnKeyCodePressed(vgui::KeyCode code);
void OnKeyCodeReleased(vgui::KeyCode code);
MESSAGE_FUNC_PARAMS(OnMouseOverMessage, "MouseOverEvent", data);
public:
protected:
// vgui overrides
virtual void OnCommand(const char *command);
void UpdateClassInfo(const char *pszClassName);
void SetClassInfoVisible( bool state );
IViewPort *m_pViewPort;
vgui::RichText *m_pClassInfo;
float m_flNextUpdate;
MouseOverButton *m_pClassButtons[10];
vgui::FFButton *m_pCancelButton;
MouseOverButton *m_pRandomButton;
LoadoutLabel *m_pPrimaryGren;
LoadoutLabel *m_pSecondaryGren;
LoadoutLabel *m_WepSlots[8];
ClassPropertiesLabel *m_pSpeed;
ClassPropertiesLabel *m_pFirepower;
ClassPropertiesLabel *m_pHealth;
vgui::PlayerModelPanel *m_pModelView;
vgui::Label *m_pClassRole;
vgui::Section *m_pGrenadesSection;
vgui::Section *m_pWeaponsSection;
vgui::Section *m_pClassInfoSection;
vgui::Section *m_pClassRoleSection;
//virtual vgui::Panel *CreateControlByName(const char *controlName);
//MouseOverPanelButton * CreateNewMouseOverPanelButton(vgui::Panel *panel);
};